Mittwoch, 28. September 2016
Developer Diary 38
I'm moving back to the early artwork from 2014. The atmosphere is much stronger and there is barely any motion sickness while moving through the woods. Each level consists of a group of domes with holes in the ceiling. Pillar BSP's represent tree trunks and the ceiling holes are sources of static light for better orientation. Enemies are either invisible or hide in the darkness around the player. When he's engulfed by light, he is safe, but when he's moving through the darkness he's vulnerable to attacks.
Progress is very slow these days. I'm having a hard time wrapping my head around the old concept, while approaching it with all this knowledge that I acquired over the last two years. FPS remain high despite hundreds of point lights that are spread out across the domes, representing torches, electric lights or simply daylight - light shafts.
Getting there.
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